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NetherWorld Devblog #11

[h3]Hey Netherholics![/h3]

We’re back from the hot season almost melt but with tons of great news too, so less BLAH BLAH and more LET’S GO!!


1) IndieDevDay 2023




As you may remember from last year, IDD is one of the most important indie game development events in Spain, and last weekend we had the honor to repeat our attendance… physical stand included!



We're dead, but also super happy about all the positive feedback about the game. Thanks so much to everyone who visited our stand, organization, publishers and all the wonderful devs we met!

For those who couldn't come, here's a quick IDD23's recap!

[video]https://i.imgur.com/APYCd6E.mp4[/video]
We were selling exclusive “drunk Medoo” keychains too! Want one? ( ͡° ͜ʖ ͡°)


2) Demoing (is that even a thing?)


Having a stand at such big event meant preaching how good was being puked by a giant Worm God while watching visitors being kicked by bosses, but also meeting cool publishers that could be interested in the game.

That’s why during the last month we’ve been working on two demos: a stand-visitor one (with bosses and Tick Joe's minigame), and a publisher one (with story content too).

You guys seemed to enjoy (and suffer) the public demo!



Besides discovering new minor bugs in the bosses, we also noted down all your feedback. Inputs like increasing Medoo's visibility in dark scenarios and improving the "You need to reload, dude" visual feedback will be fixed for the final game for sure. Thank you!


3) Scenarios


There’s a lot to tell but unfortunately less to show (because spoilers). However, here’s everything Alex has been working on these months!

  • Pinksburg building interiors: Two-level club, crappy bar.

  • Pinksburg Church final assets, including:

    >> A medium scenario with 5 rooms to explore.

    A tiny part of Pinksburg Church main hall! (WIP)


    >> +20 NPC designs, and even a new secondary character! (more info soon)

  • Final scenario: First designs and basic assets placement.

  • New characters HD portrait designs.



4) OST / SFX


As mentioned in the last update, our favorite music duo Rogue Sonics recently sent us brand new sfx for one of the fights people had the chance to try playing the demo at the event, and also a couple of tracks related to NetherWorld’s capital: Pinksburg and Boss #9. Aaargh can’t wait for you to listen to them!!


5) Story


[h2]5.1) Script[/h2]

First draft of the whole script is at 96% now! Luckily, our script integration system allows us to keep creating cinematics regardless the scene has final dialogues or not, so it’s great for avoiding bottlenecks.

[h2]5.2) 2nd half progress[/h2]

With the 60% of the game fully playable and with no critical bugs, our awesome programmer Dan is going at full throttle with the cinematics of the remaining 40%. Our main goal is to have them ready + a fully playable beta version of NetherWorld for Christmas aprox.


6) Other improvements:


  • Bosses: Xavi polished #6 & #9 for the demos, as well as making progresses with the Final Boss.

  • General performance optimization (triggers, AudioPlayer), especially for Nintendo Switch. And yes: we've been running the game in both dock and portable modes!

    [video]https://i.imgur.com/gXymf5a.mp4[/video]
    NetherWorld looks great on portable...

    ...and on Switch dock too!


  • Polishing minor bugs on implemented systems, like:

    >> Interactable objects

    >> Combat cinematics (No shooting while talking, Medoo!)

    >> Inventory UI
    Now you can read item names without going blind!



  • Cute new detail:
    Every time Medoo dies, the weapon he’s holding will fall off (yes, we love highlighting drama).

    [video]https://i.imgur.com/ao8USox.mp4[/video]

  • We also programmed Fisherman’s fishing rod!
    So he can fish… anything we want! (probably everything but fish)

    [video]https://i.imgur.com/P7TNFyI.mp4[/video]

  • Made some internal tweaks to sex minigame too.
    Now it better adapts to Medoo’s plot situation (not gonna elaborate on that).



7) Crowdfunding awaited reward


In case you didn't know, one of our Kickstarter rewards for "Dark Soul" tier backers and above was called “You as NPC”.

Well, the time has come: In the following weeks, we'll send them a form so they can help us creating their own NPCs for the game!


Not a "Dark Soul" backer? Don't worry, we know you have a dark soul anyway, so you can help us too...

[h3]...adding NetherWorld to your Wishlist and joining this crazy journey![/h3]

https://store.steampowered.com/app/672420


[h3]Aaaaand that's it for now! How was it?[/h3]
If you have any questions or insults, please comment below or send us a mail to [email protected].


Thanks so much for your support and see you in the next devblog... Or event! ;)

Hungry Pixel team

NetherWorld Devblog #10

[h3]Hey Netherholics![/h3]

How are you? Since our last update we’ve been quite low-profile on Twitter and other social media because we’re reaching game content we don’t wanna spoil. However, our quarterly updates are SACRED, so we’ll tell & show you everything we can. LET’S GO!

1) Scenarios


[h2]1.1) The too-religiously-invested organic cyberpunk capital[/h2]

We’ve spent nearly 2 months crafting Pinksburg, one of the biggest scenarios of the game.
We prefer waiting a bit more to show you Medoo getting lost in it, but most of its weird buildings are ready, so... Check out some of its designs!

Some Pinksburg buildings without neon signs. Quite huge!


We have lots of NPCs too, especially the first designs of The Mofia*: an organization that rules the city in the shadows. What are they up to?

*Any resemblance to other criminal organizations called “Mafia” is pure coincidence. They're mabs, not mobs!


We’re currently working on some interior scenarios like a bar, an office, a two-level club, a hotel suite, Pinksburg Church (a new scenario inside the scenario) and more!

Once we finish the interiors and implement the upper level elevators, we’ll add all the crazy neon signs and light effects everywhere.

[video]https://i.imgur.com/m5Sugl6.mp4[/video]
Alpha light test for an elevator!


[h2]1.2) Back to Gas City![/h2]

Gazhova exterior surface is finished, but there’s still some interiors to finish. We also improved Sewers’ underground level parallax, adding depth and some metal bridges so you can cross toxic acid rivers without harm.

[video]https://i.imgur.com/5TDrmvb.mp4[/video]
Smelly jelly > Skelly jelly

What's next for Gazhova? Implementing the elevator system that connects Surface and Sewers levels (after Pinksburg).


2) Bosses


Thanks to Xavi, there’s only one last big boss to make… Yes, you guessed well: The Final Boss!!
After several weeks of design meetings to ensure the most epic and complete fight of the game, we’re glad to announce that Boss #12 is starting production next week! Any guesses?


3) Buggie Dance


We found some time to improve our demo for future physical events too (don’t ask how, we don’t even know). Can’t confirm any yet but our intention is to be in 2 events this year!

Preparing this new demo allowed us to fix some unexpected critical bugs like:

  • Some Tick Joe’s enemies trapped in walls.

    [video]https://i.imgur.com/NUgvZc6.mp4[/video]
    This bug only appeared to Albert in almost every run. However, every time he wanted to film it with the screen recorder, it disappeared. He finally recorded it with the phone to prove he wasn't crazy.

  • Weird object breakability physics in Boss #4 (“Protect the milky creature”).

  • Phase 2 transition errors in Boss #9 (“Blue Fire Armor").


4) Script


Keeping a low profile in social media (and answering mails a bit later, sorry!) has allowed us to focus on writing at full throttle. The first version of the script is at 80% now, and our goal is to complete it by the end of June.

This way we’ll have all the summer to rewrite, cut filler and polish to achieve the *cheff kiss* level (or trying it at least).


5) Music


Meanwhile, Rogue Sonics have been on fire composing and producing a couple boss themes (#7 & #9) and the drinking minigame track since January. They recently started with Boss 9 SFX and Pinskburg main theme too. Still on the works, but can’t wait to listen to it!

[video]https://i.imgur.com/q4z0hjv.mp4[/video]


6) Pitches, Pitches, Pitches, Pitches-Pitches


We haven’t stopped sending pitches to publishers we think NetherWorld could fit in their catalog, but for now we haven’t been lucky. However, we truly believe in our project and we’ll fight until last minute to find a partner that can make NetherWorld launch easier and reach as many people as possible.

Do you know any publisher that would be interested in NetherWorld? We're all ears!
If not, you can do something too:

[h3]Add NetherWorld to your Wishlist and be a part of this crazy journey![/h3]

https://store.steampowered.com/app/672420


[h3]Aaaaand that's it for now! How was it?[/h3]
If you have any questions or insults, please comment below or send us a mail to [email protected].


Thanks so much for your support and see you in the next devblog! :)

Hungry Pixel team

NetherWorld Devblog #9

[h3]Hey Netherholics![/h3]

It’s us, or did February pass faster than January? Anyway, how’s 2023 going?

[h3]THIS HAS BEEN OURS SO FAR:[/h3]

1) Bosses


As scheduled in our last update, Boss #10 is finished! There’s still visual stuff and minor bugs to polish, but we’re happy with the results. This time we’ve decided not showing screenshots (sorry! v.v), but for now let’s say it’s… a drug lord. (͠≖ ͜ʖ͠≖)

So… Only 2 bosses ahead now!
In the following months we’ll be discussing Boss #12's design. It’s the final one and we want to make sure it’s EPIC!

Hope we can tell (& show) you more soon without spoilers!


2) New implementations


[h2]2.1) Map location[/h2]

Can’t show footage yet, but now you can see your location in the map! It will also change during the story while unlocking the different worms and discovering where the heck they lead to.


[h2]2.2) Minigame rewards[/h2]

Every time you finish a minigame, you’ll obtain items, money or both. Our idea was items to pop up, and money to rain on you or going towards you. Visuals still WIP, but it works!

[video]https://i.imgur.com/WyVMmDD.mp4[/video]
While testing it, we had the great idea of setting a 3k coins reward. 2 minutes later, Medoo was still under the golden shower lol


3) Scenarios


[h2]3.1) Gas City[/h2]

Gazhova is 95% done, as well as all its NPCs placed! In the following weeks we’ll start building all the in-game cinematics and dialogues, and also making sure everything (quests, minigames, NPCs, main story) works and looks cool.

[video]https://i.imgur.com/BiIx2T0.mp4[/video]
Hanging around at Ikarov's sewer bar! (Visuals not final)


[h2]3.2) Building the Capital![/h2]

While our programmer Dan is focused on Gazhova, this March our artist Alex will be on fire with the last big scenario: Pinksburg. It will be the 8th scenario of the game, and NetherWorld's capital.

How will it look like? Any guesses? Can’t wait to show you concepts and building designs in the coming updates!


4) Business


In the last 3 months we’ve been a bit less active on Social media (e.g. Twitter) and even slowed down NetherWorld’s development a bit to deal with our Boss #13: Paperwork.

[video]https://i.imgur.com/Mb5yUZf.mp4[/video]

The chance of a publisher agreement or just selling our game as a set up studio has demanded our attention, implying business & economic plans and budgets considering all the possible scenarios.

As a small indie team with very limited resources, we’d like to thank Barcelona Activa for their free assessment in business creation and financial stuff to avoid jail and bankruptcy in the future :')


5) What's ahead


[h2]5.1) Unblocking Part 1[/h2]

It’s taking more time than expected, but we continue working to make sure the first 60% of the game (main and secondary content) is fully playable without any critical or major bugs. It’s a kinda slow process but we’re getting closer to the finish line!

[video]https://i.imgur.com/BtdZLuw.mp4[/video]


[h2]5.2) Writing Part 2[/h2]

Not gonna lie: Writing a script while handling other necessary tasks is hard, and burnout ghosts are there. However, having all the scenes planned makes us confident and glad about the direction the script is going.

[video]https://i.imgur.com/9dNf3Sl.mp4[/video]


[h2]5.3) WANTED: Publishers[/h2]

We haven’t stopped sending pitches and scheduling meetings. If you know any publishers that may be interested in NetherWorld, make them know!


[h2]5.4) WANTED: You[/h2]
Our sensors detected in your eyes a high amount of WISH to play the game, but... Is it in the LIST? Help us and add it below! (Thanks

https://store.steampowered.com/app/672420

[h3]Aaaaand that's it for now! How was it?[/h3]
If you have any questions or insults, please comment below or send us a mail to [email protected].


Thanks so much for your support and see you in the next devblog! :)

Hungry Pixel team

NetherWorld Devblog #8

[h3]Hey Netherholics![/h3]

How are you? These last 3 months have been CRAZY, and we wanted to share with you all this craziness in a final 2022 update!

[h3]LET’S GO-hO-hO![/h3]

1) New Artwork and Trailer


As we told you in September’s update, we had the cool chance to have a physical stand at the 5th edition of IDD22, an awesome indie game development event held in Barcelona (Spain). So... It was time to update our visual materials everywhere, and we’re very glad of the results!

Amazing work by our artist Alex Fariña.


We made a new trailer too:
[previewyoutube][/previewyoutube]
Did you like it? Let us know your thoughts!

We also created a new Youtube channel that will contain all NetherWorld and Hungry Pixel-related content from now on. Feel free to subscribe to it!


2) IndieDevDay 2022 Experience


What an amazing weekend. We’re extremely happy and grateful for meeting incredible devs, some of our Kickstarter backers, as well as for the hundreds of people who came by, talked to us and played the bosses demo (we even had a waiting line WTF).



We were also interviewed by Spanish indie game media such as XYZ Reviews or El Ático Indie! (Very nice people btw)

Here’s some photos of the event (in case you couldn't come and want to add yourself with Photoshop):





Xavi (boss programmer) and Albert (communications, writer) after a whole non-stop event weekend. Smiling outside, dead inside.


3) New Improvements and Implementations


  • Vendor system:
    Fully tested and coordinated with the buying, inventory and money systems.

    UI design and text not final.

  • Barman system:
    A variation of the vendor system that allows you to order drinks and food, as well as taking part in drinking tournaments.

    UI design and text not final... hip!

  • Mission system:
    That includes checking current main and secondary quests, automatic crossed-out + pop up for the ones you already made, subtasks list, expanded descriptions, etc.

    UI design and text not final.

  • Playing 60% of the game non-stop:
    We’ve been fixing bugs to make sure all the developed game and quests are playable uninterruptedly. At some parts of the game, you’ll be able to choose between different main quests, and we have to be sure nothing breaks despite the quest you chose first.



4) Bosses


As always, our boss programmer Xavi has done an amazing job developing Boss #9/12. For those who played the first demo of NetherWorld, this boss is a (more?) surreal adaptation of the Blue Fire Armor. Its design was updated both narratively and mechanically to fit the final version of the game.

Old "Blue Fire Armor" boss.

New (and mostly hidden) "Blue Fire Armor" boss.

Regarding to Boss #10, it’s currently in the works and planned to be ready the first weeks of 2023!


5) Scenarios


Gazhova (Gas City) has been quite a challenge due to its size: Not only horizontally, but also vertically (it has 2 levels, 3 in some areas). That’s why it has taken up most of Alex’s time, dreams and nightmares. The good news are that remaining NPCs are done, and the scenario is planned to be fully finished in the following weeks.

[video]https://i.imgur.com/XZtb44o.mp4[/video]
We were so focused on streetlights, that we forgot to implement the correct access to the Sewer level. HOWEVER, you can technically go to the Sewer level now, right?


6) What's Ahead


2023 is especial for us. Main reason? We’re committed (and scheduled) to have NetherWorld FINALLY finished that year (yeeaah!).

We have the last big scenario ahead, along with the final boss, the final scenes scripts and the final final everything. IDD22 and all your support really gave us renewed energies to face the last year of development with confidence. We really hope you enjoy the crazy shit we’re doing!!

[video]https://i.imgur.com/wDBt6KW.mp4[/video]
Eating mushrooms in Fornus Forest is high-ly recommended.



[h3]Aaaaand before finishing...[/h3]


Unlike Medoo, we'd like to
[h3]wish you a Merry Christmas and a Grrreat 2023! :D[/h3]


Thanks so much for your support, get wasted responsibly and see you next year!

Hungry Pixel team




If you have any questions or insults, please comment below or send us a mail to [email protected].

[h3]Any wishes for 2023? One proposal: ( ͡° ͜ʖ ͡°)[/h3]

https://store.steampowered.com/app/672420

NetherWorld Devblog #7

[h3]Hey Netherholics![/h3]

All good? How was your sweaty vacation?
If you feel a gentle breeze in the back of your necks, enjoy: IT'S US BLOWING YOU COOL NEWS!*

*(if you feel it twice, it's not us. Get the hell outta there.)

[h3]LET’S SEE WHAT WE GOT![/h3]

1) IndieDevDay 2022


For the first time in centuries, we’re glad to announce we’ll have a physical stand in the IndieDevDay 2022 event on October 29 & 30!

For those who didn’t know about it, IDD is an indie game development event held in Barcelona (Spain). This 5th edition is sponsored by the publisher Devolver Digital, and will have tons of meetups, workshops, conferences, indie game stands and more!

You'll be able to meet us, kick us and also play the improved boss beta our Kickstarter backers tested! (1/3 actions may not be possible)

If you’re in Barcelona during these days, feel free to come by! (Entrance is literally free).


**In case you are a horrible person who lives abroad and don’t want to spend a fortune in transport (how dare you!), no worries: we’ll have a virtual stand in the event website too!

2) New Footage and Materials


Having this event in mind, we’ve worked hard to prepare and update every footage and material we can to show the game as it looks now. That means:

  • New trailer
  • Website content update
  • Steam page content update

We’ll reveal everything once the event date is closer. CAN'T WAIT FOR YOU TO SEE IT!


3) Development Progress


Besides the event preparation, NetherWorld’s development has continued flowing like a summer day sweat dripping down our armpits:

[h2]3.1) More Bosses![/h2]

Bosses #7 and #8 are fully playable, but there’s still work to do regarding to final animations.

  • Boss #7 will include a puzzle-solving mechanic and a unique weapon. Here’s how the scenario will look like! [WIP]


  • Boss #8 is a nearly total rework and improvement of the Abbess we showed in the original Kickstarter campaign. That includes explosive fetuses and tons of blood, of course.


We’ll show you more once we have the final assets!


[h2]3.2) More Buildings![/h2]

The Gas City of Gazhova has several important structures, including the Old Church. We’ve finally finished its exterior, and this is how its top wormlight looks like!

[video]https://i.imgur.com/Bs8pZRA.mp4[/video]
Wanna see the rest of it? Wait for the trailer! ;)


[h2]3.3) More Particles![/h2]

Travelling to a toxic city like Gazhova means there’s deadly gas everywhere, so we’ve been testing different gas particles to set the mood.

Don’t forget the gas mask in the city!


We’ve also added dust and snow particles to the desert and snow scenarios:

[video]https://i.imgur.com/Jt8DNft.mp4[/video]

[video]https://i.imgur.com/6F3GuK2.mp4[/video]


[h2]3.4) More Fixing![/h2]

Preparing new materials for October’s IndieDevDay hasn’t stopped us from the usual game development. That involved fixing and improving stuff like:
  • Tick Joe minigame minor bugs
  • Zoom system for specific locations and cinematics:
    We managed to avoid pixel deformations due to resolution, zoom scale, pixel perfect grid or others.

    For some, the solution was to stop applying interpolation based on screen size. For others, changing the bulb.

  • Alcohol (and/or other) effects for every drink depending on type and number. Food effects too!
  • Buying system design implementation.
  • Excessive slippery terrains:
    Medoo is clumsy, but not THAT clumsy.
  • New Autonomous Bird behavior system:
    Footage soon!
  • Controls changes:
    “Draw weapon” and “Change selection from multiple objects” keys are separate now.
  • “Conditional Equipped Object” system standardization:
    Depending on the hat or/and mask you’re wearing -or the object you have in the inventory-, you’ll be able to start or complete missions. Even getting into exclusive places!


  • Strange bug in your Steam account:
    That caused not having NetherWorld in your wishlist, but you can fix it easily by clicking the following awesome button!

https://store.steampowered.com/app/672420

[h3]Aaaaand that's it for now! How was it?[/h3]
If you have any questions or insults, please comment below or send us a mail to [email protected].


Thanks so much for your support and see you in the next devblog... or event! :)

Hungry Pixel team